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John Carmack QuakeCon 2002 Interview

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John Carmack QuakeCon 2002 Interview


Published 2002


A lengthy interview with John Carmack, Technical Director and co-founder of Id Software. The interview is centred on Doom 3, and split into 4 parts (although can be viewed as a continuous video since they follow straight on from each other).

The topics covered include:

Part 1: Graphical effect details in the Doom 3 engine, then how gameplay and graphics will be moving forward with the game.
Part 2: The lighting model in Doom 3 (and details on the requirements of the graphics card in the game), and a bit on the possible future work on Quake 4 gameplay and visuals.
Part 3: Environmental interaction (and destroying stuff) and how it is difficult with highly detailed graphics, and networking in Doom 3 (which concentrates on how it is singleplayer only really), and finally how the Doom engine has changed over time.
Part 4: Challenges in the future, curved surfaces from Quake (and how easy to do but bad they are, not being a good example of a challenge), anything that John wanted to bring into Doom explicitly.

[Note: The subtitle in the video itself says "QuakeCon 2001", while the Fileshack source says "QuakeCon 2002" and was uploaded in 2002. If anyone can confirm one way or another please contact the videogame section's curator]

[Thanks to Fileshack for the video source]


Run time 23 minutes 49 seconds (total)
Producer QuakeCon 2002
Production Company QuakeCon 2002
Audio/Visual MPEG Audio 44100Hz mono 128Kbps, MPEG1 Video 320x240 30.00fps 1600Kbps
Language English

Segments

Topics:

Part 1: 4:48

Graphical effect details in the Doom 3 engine, then how gameplay and graphics will be moving forward with the game.

Part 2: 6:27

The lighting model in Doom 3 (and details on the requirements of the graphics card in the game), and a bit on the possible future work on Quake 4 gameplay and visuals.

Part 3: 5:43

Environmental interaction (and destroying stuff) and how it is difficult with highly detailed graphics, and networking in Doom 3 (which concentrates on how it is singleplayer only really), and finally how the Doom engine has changed over time.

Part 4: 6:51

Challenges in the future, curved surfaces from Quake (and how easy to do but bad they are, not being a good example of a challenge), anything that John wanted to bring into Doom explicitly.

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